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Nope nothing is final, this was just our first implementation of the size scales.
The more feedback and community involvement we can get, the better. And that is an awesome looking ship! its amazing how many different ships we have seen already, and it will jsut get better as we add more modules!

I actually have a question: Is the sizing of the different ship classes final? I feel that you hit Dreadnought level fairly quickly if you're building a larger ship, and frigates look more like heavy fighters really.

Regarding the simulated sub-systems: Great! I think that coupled with crew will be an amazing, immersive experience. I really really hope you get your funds.

Finally, wanted to show off a ship I made:

Anyone else who built something they'd like to share?

Now I really want Nexus: The Jupiter Incident #2. Except with the homeworld movement disc.

By fleshed out I wasn't talking about having playable content, I meant a good explanation of how you envisage things like trade, politics and combat to play out. I really dig what I've seen so far, I just want to know more.

Ah right, well there is just so much, I have tons of documents, they they are very confusing from an on-looker, after the Kickstarter is finished I will be runing threads on our forum specifically covering these kinds of things, to share the plan, and to gather feedback. You may want to check this Kickstarter update. It has a lot of info on gameplay systems.

A question regarding music: Will it include more orchestral pieces as well? As it is now it's the only thing I'm not super happy with. I think the gold standard for epic space game music is the Shattered Horizon soundtrack: http://www.youtube.com/watch?v=Yx_Ubio26DA

To contribute with some more content: I like how you can easily experiment with different ship styles and classes. Here I tried making a kind of salvage/support/repair ship:

I imagine it would function like a fleet support vessel, drydocking smaller escort ships for repairs and so on. When trying it out, it was intercepted by a dreadnought and was cut to ribbons fairly quickly.

I know both of these things, and they are things that every indie space game developer says. If we don't point it out, you'll see no reason to fix it. After all, nobody else has.

Lighting in space is similar to sound in space; even if it's not completely realistic you pretty much have to have it. Space is also not that dark, a minimum level of ambience is achieved by starlight even in the shadow of planets.

Lighting is also the worst skill of 99% of 3D artists. The ones that are good at it get paid lots to do ArchVis and work on movies/tv shows. I'd potentially extend it to 99% of artists in general, but that's going beyond hyperbole and into mean-ness.

For good lighting look at the homeworld games. Yes, the second was a bit too orange, but otherwise they do a pretty good job of it.